Nano-computed tomography(Nano-CT)is an emerging,high-resolution imaging technique.However,due to their low-light properties,tabletop Nano-CT has to be scanned under long exposure conditions,which the scanning process ...Nano-computed tomography(Nano-CT)is an emerging,high-resolution imaging technique.However,due to their low-light properties,tabletop Nano-CT has to be scanned under long exposure conditions,which the scanning process is time-consuming.For 3D reconstruction data,this paper proposed a lightweight 3D noise reduction method for desktop-level Nano-CT called AAD-ResNet(Axial Attention DeNoise ResNet).The network is framed by theU-net structure.The encoder and decoder are incorporated with the proposed 3D axial attention mechanism and residual dense block.Each layer of the residual dense block can directly access the features of the previous layer,which reduces the redundancy of parameters and improves the efficiency of network training.The 3D axial attention mechanism enhances the correlation between 3D information in the training process and captures the long-distance dependence.It can improve the noise reduction effect and avoid the loss of image structure details.Experimental results show that the network can effectively improve the image quality of a 0.1-s exposure scan to a level close to a 3-s exposure,significantly shortening the sample scanning time.展开更多
针对基于WIMP范式的图形用户界面工具不能解决多触点交互桌面的多指手势识别、界面组件朝向等问题,提出基于自然用户界面通用隐喻OCGM(objects,containers,gestures and manipulations)的多触点交互桌面界面工具箱——MTBuilder.首先用...针对基于WIMP范式的图形用户界面工具不能解决多触点交互桌面的多指手势识别、界面组件朝向等问题,提出基于自然用户界面通用隐喻OCGM(objects,containers,gestures and manipulations)的多触点交互桌面界面工具箱——MTBuilder.首先用层次化多触点数据表示模型存储多触点数据,然后对多指手势识别器进行动态管理以加速识别处理,最后基于OCGM设计并实现界面组件库.通过多人信息浏览、城市规划等原型系统的开发和实验评估可以看出,MTBuilder能够为交互桌面界面构造与快速原型系统开发提供强有力的支持.展开更多
Light field 3D display technology is considered a revolutionary technology to address the critical visual fatigue issues in the existing 3D displays.Tabletop light field 3D display provides a brand-new display form th...Light field 3D display technology is considered a revolutionary technology to address the critical visual fatigue issues in the existing 3D displays.Tabletop light field 3D display provides a brand-new display form that satisfies multi-user shared viewing and collaborative works,and it is poised to become a potential alternative to the traditional wall and portable display forms.However,a large radial viewing angle and correct radial perspective and parallax are still out of reach for most current tabletop light field 3D displays due to the limited amount of spatial information.To address the viewing angle and perspective issues,a novel integral imaging-based tabletop light field 3D display with a simple flat-panel structure is proposed and developed by applying a compound lens array,two spliced 8K liquid crystal display panels,and a light shaping diffuser screen.The compound lens array is designed to be composed of multiple three-piece compound lens units by employing a reverse design scheme,which greatly extends the radial viewing angle in the case of a limited amount of spatial information and balances other important 3D display parameters.The proposed display has a radial viewing angle of 68.7°in a large display size of 43.5 inches,which is larger than the conventional tabletop light field 3D displays.The radial perspective and parallax are correct,and high-resolution 3D images can be reproduced in large radial viewing positions.We envision that this proposed display opens up possibility for redefining the display forms of consumer electronics.展开更多
In some complicated tabletop object manipulation task for robotic system, demonstration based control is an efficient way to enhance the stability of execution. In this paper, we use a new optical hand tracking sensor...In some complicated tabletop object manipulation task for robotic system, demonstration based control is an efficient way to enhance the stability of execution. In this paper, we use a new optical hand tracking sensor, LeapMotion, to perform a non-contact demonstration for robotic systems. A Multi-LeapMotion hand tracking system is developed. The setup of the two sensors is analyzed to gain a optimal way for efficiently use the informations from the two sensors. Meanwhile, the coordinate systems of the Mult-LeapMotion hand tracking device and the robotic demonstration system are developed. With the recognition to the element actions and the delay calibration, the fusion principles are developed to get the improved and corrected gesture recognition. The gesture recognition and scenario experiments are carried out, and indicate the improvement of the proposed Multi-LeapMotion hand tracking system in tabletop object manipulation task for robotic demonstration.展开更多
In this paper we present TangiWheel, a collection manipulation widget for tabletop displays. Our implementation is flexible, allowing either multi-touch or interaction, or even a hybrid scheme to better suit user choi...In this paper we present TangiWheel, a collection manipulation widget for tabletop displays. Our implementation is flexible, allowing either multi-touch or interaction, or even a hybrid scheme to better suit user choice and convenience. Different TangiWheel aspects and features are compared with other existing widgets for collection manipulation. The study reveals that TangiWheel is the first proposal to support a hybrid input modality with large resemblance levels between touch and tangible interaction styles. Several experiments were conducted to evaluate the techniques used in each input scheme for a better understanding of tangible surface interfaces in complex tasks performed by a single user (e.g., involving a typical master-slave exploration pattern). The results show that tangibles perform significantly better than fingers, despite dealing with a greater number of interactions, in situations that require a large number of acquisitions and basic manipulation tasks such as establishing location and orientation. However, when users have to perform multiple exploration and selection operations that do not require previous basic manipulation tasks, for instance when collections are fixed in the interface layout, touch input is significantly better in terms of required time and number of actions. Finally, when a more elastic collection layout or more complex additional insertion or displacement operations are needed, the hybrid and tangible approaches clearly outperform finger-based interactions.展开更多
Advances in display technologies are transforming the capabilities—and potential applications—of system interfaces. Previously, the overwhelming majority of systems have utilised rectangular displays;this may soon c...Advances in display technologies are transforming the capabilities—and potential applications—of system interfaces. Previously, the overwhelming majority of systems have utilised rectangular displays;this may soon change with digital devices increasingly designed to be ubiquitous and pervasive, to facilitate frictionless human interaction. At present, software is invariably designed assuming it will be used with a display of a specific shape; however, there is an emerging demand for systems built around interacting with tabletop interfaces to be capable of handling a wide range of potential display shapes. In this paper,the design of software for use on a range of differently shaped tabletop displays is considered, proposing a novel but extensible technique that can be used to minimise the influence of the issues of using different display shapes. Furthermore, we present a study that applies the technique to adapt several software applications to several different display shapes.展开更多
Playing games in an English as a Foreign Language(EFL) class is educational and entertaining, and Chinese university students love playing tabletop games. However, teachers often find it difficult to implement tableto...Playing games in an English as a Foreign Language(EFL) class is educational and entertaining, and Chinese university students love playing tabletop games. However, teachers often find it difficult to implement tabletop games into their teaching.Based on some theories about using games for education, this essay will focus on how to appropriately incorporate tabletop games into English teaching in class, by illustrating the use of some tabletop games played in the author’s class, such as Dixit, Who’s the spy and UNO. Data collected via an online questionnaire were analyzed in relation to participants’ perceptions of the implementation of tabletop games into EFL teaching and the influences on their English study. The research suggests that playing tabletop games in EFL classes is practical and effective, and it positively affects university students on their language proficiency, skill sets and social life.展开更多
基金supported by the National Natural Science Foundation of China(62201618).
文摘Nano-computed tomography(Nano-CT)is an emerging,high-resolution imaging technique.However,due to their low-light properties,tabletop Nano-CT has to be scanned under long exposure conditions,which the scanning process is time-consuming.For 3D reconstruction data,this paper proposed a lightweight 3D noise reduction method for desktop-level Nano-CT called AAD-ResNet(Axial Attention DeNoise ResNet).The network is framed by theU-net structure.The encoder and decoder are incorporated with the proposed 3D axial attention mechanism and residual dense block.Each layer of the residual dense block can directly access the features of the previous layer,which reduces the redundancy of parameters and improves the efficiency of network training.The 3D axial attention mechanism enhances the correlation between 3D information in the training process and captures the long-distance dependence.It can improve the noise reduction effect and avoid the loss of image structure details.Experimental results show that the network can effectively improve the image quality of a 0.1-s exposure scan to a level close to a 3-s exposure,significantly shortening the sample scanning time.
文摘针对基于WIMP范式的图形用户界面工具不能解决多触点交互桌面的多指手势识别、界面组件朝向等问题,提出基于自然用户界面通用隐喻OCGM(objects,containers,gestures and manipulations)的多触点交互桌面界面工具箱——MTBuilder.首先用层次化多触点数据表示模型存储多触点数据,然后对多指手势识别器进行动态管理以加速识别处理,最后基于OCGM设计并实现界面组件库.通过多人信息浏览、城市规划等原型系统的开发和实验评估可以看出,MTBuilder能够为交互桌面界面构造与快速原型系统开发提供强有力的支持.
基金We are grateful for financial supports from National Key R&D Program of China(Grant No.2021YFB2802300)the National Natural Science Foundation of China(Grant Nos.62105014,62105016,and 62020106010)。
文摘Light field 3D display technology is considered a revolutionary technology to address the critical visual fatigue issues in the existing 3D displays.Tabletop light field 3D display provides a brand-new display form that satisfies multi-user shared viewing and collaborative works,and it is poised to become a potential alternative to the traditional wall and portable display forms.However,a large radial viewing angle and correct radial perspective and parallax are still out of reach for most current tabletop light field 3D displays due to the limited amount of spatial information.To address the viewing angle and perspective issues,a novel integral imaging-based tabletop light field 3D display with a simple flat-panel structure is proposed and developed by applying a compound lens array,two spliced 8K liquid crystal display panels,and a light shaping diffuser screen.The compound lens array is designed to be composed of multiple three-piece compound lens units by employing a reverse design scheme,which greatly extends the radial viewing angle in the case of a limited amount of spatial information and balances other important 3D display parameters.The proposed display has a radial viewing angle of 68.7°in a large display size of 43.5 inches,which is larger than the conventional tabletop light field 3D displays.The radial perspective and parallax are correct,and high-resolution 3D images can be reproduced in large radial viewing positions.We envision that this proposed display opens up possibility for redefining the display forms of consumer electronics.
基金This research is funded by National Natural Science Foundation of China under Project no. 61210013, Science and Technology Planning Project of Guangdong Province under no. 2014A020215027.
文摘In some complicated tabletop object manipulation task for robotic system, demonstration based control is an efficient way to enhance the stability of execution. In this paper, we use a new optical hand tracking sensor, LeapMotion, to perform a non-contact demonstration for robotic systems. A Multi-LeapMotion hand tracking system is developed. The setup of the two sensors is analyzed to gain a optimal way for efficiently use the informations from the two sensors. Meanwhile, the coordinate systems of the Mult-LeapMotion hand tracking device and the robotic demonstration system are developed. With the recognition to the element actions and the delay calibration, the fusion principles are developed to get the improved and corrected gesture recognition. The gesture recognition and scenario experiments are carried out, and indicate the improvement of the proposed Multi-LeapMotion hand tracking system in tabletop object manipulation task for robotic demonstration.
基金supported by the Ministry of Education of Spain under Grant No. TSI2010-20488Alejandro Catalá is supported by an FPU fellowship for pre-doctoral research staff training granted by the Ministry of Education of Spain with reference AP2006-00181ASIC/Polimedia team for the support in computer hardware
文摘In this paper we present TangiWheel, a collection manipulation widget for tabletop displays. Our implementation is flexible, allowing either multi-touch or interaction, or even a hybrid scheme to better suit user choice and convenience. Different TangiWheel aspects and features are compared with other existing widgets for collection manipulation. The study reveals that TangiWheel is the first proposal to support a hybrid input modality with large resemblance levels between touch and tangible interaction styles. Several experiments were conducted to evaluate the techniques used in each input scheme for a better understanding of tangible surface interfaces in complex tasks performed by a single user (e.g., involving a typical master-slave exploration pattern). The results show that tangibles perform significantly better than fingers, despite dealing with a greater number of interactions, in situations that require a large number of acquisitions and basic manipulation tasks such as establishing location and orientation. However, when users have to perform multiple exploration and selection operations that do not require previous basic manipulation tasks, for instance when collections are fixed in the interface layout, touch input is significantly better in terms of required time and number of actions. Finally, when a more elastic collection layout or more complex additional insertion or displacement operations are needed, the hybrid and tangible approaches clearly outperform finger-based interactions.
基金partially funded under the UK’s EPSRC/ERSC Teaching and Learning Research Programme (TLRP) SynergyNet project (RES-13925-0400)
文摘Advances in display technologies are transforming the capabilities—and potential applications—of system interfaces. Previously, the overwhelming majority of systems have utilised rectangular displays;this may soon change with digital devices increasingly designed to be ubiquitous and pervasive, to facilitate frictionless human interaction. At present, software is invariably designed assuming it will be used with a display of a specific shape; however, there is an emerging demand for systems built around interacting with tabletop interfaces to be capable of handling a wide range of potential display shapes. In this paper,the design of software for use on a range of differently shaped tabletop displays is considered, proposing a novel but extensible technique that can be used to minimise the influence of the issues of using different display shapes. Furthermore, we present a study that applies the technique to adapt several software applications to several different display shapes.
文摘Playing games in an English as a Foreign Language(EFL) class is educational and entertaining, and Chinese university students love playing tabletop games. However, teachers often find it difficult to implement tabletop games into their teaching.Based on some theories about using games for education, this essay will focus on how to appropriately incorporate tabletop games into English teaching in class, by illustrating the use of some tabletop games played in the author’s class, such as Dixit, Who’s the spy and UNO. Data collected via an online questionnaire were analyzed in relation to participants’ perceptions of the implementation of tabletop games into EFL teaching and the influences on their English study. The research suggests that playing tabletop games in EFL classes is practical and effective, and it positively affects university students on their language proficiency, skill sets and social life.